NFTs. Sigh.
To put it out up front, I think NFTs are pretty awful for videogames (and generally pretty awful as a matter of fact). But I think it’s important to put this sort of belief through a more rigorous assessment. In this case, I’d like to consider how NFTs affect the three ways people enjoy games that I outlined in my previous post. Granted, the NFT craze has largely died down, but NFTs will certainly continue existing as a concept. I have no doubt that at some point, there will be another surge in interest.
So, to start with, we have to consider what NFTs actually do, in contrast to a typical digital commodity. NFTs, ostensibly:
A) Restrict the total number of a given commodity to a finite number.
B) indicate possession of a commodity on a level outside of the game space.
C)facilitate the exchange of commodities.
D) Does all of the above in a “zero trust” environment.
Now, D and B aren’t really relevant to an individual videogame’s experience. There’s plenty to talk about regarding these topics, but, within a game space, the videogame world doesn’t care if the human “truly” owns the commodity– what matters is how that commodity is programmed to interact with the game space. So, I’ll predominately be looking at
In narrative terms, NFTs are broadly problematic. Not because they limit commodities, as most all games involve finite goods, but because they do so outside of the scope of the game. Narrative is about pulling a player into a game world, and the existence of NFTs pull the player back. Now, there are ways one could integrate an nft exchange into a game world, but that could only function in multiplayer experiences. In a single-player experience, NFTs can only detract from the Narrative
On the other hand, sandboxiness is a bit of a mixed bag. On one hand NFTs are inherently restrictive. Rare and/or expensive NFTs will be out of reach to the vast majority of players, which means they’ll have less content available to them in game. Now, even the sandboxiest of games require some restrictions; it’s not guaranteed to be negative. But in the vast majority of games, restricting content arbitrarily is bad for the sandboxiness quotient. On the other hand, the ability to buy-in to a range of content is broadly positive– a player can jump in and start playing on their own terms. So again, a mixed bag.
And now we’re left with challenge. In singleplayer terms, buying-in is largely neutral. Assuming the game is balanced so that buying-in is optional, it doesn’t have to affect the experience. The real issue comes in competitive multiplayer. Virtually every competitive activity is predicated on an assumption of equality. Most sports involve a mirror-match of players and playing fields, and those that don’t have players alternate roles. In the videogame world, fighting games may provide a diverse roster of characters, resulting in asymmetric combat, but, importantly, both players have an identical roster of characters to chose from. Equality is key to the competitive experience, because competition is an interaction between people. It is a comparison of wit, strength, reflexes–human ability at large. If I lose in a game, I can ask: was I not quick enough? Was I not precise enough? Did I lose sight of the big picture? And I can work hard to better myself in those ways.
Challenge is about improving one’s self to overcome obstacles, and NFTs are an obstacle that, by design, the vast majority won’t be able to overcome. (And even if one does obtain the disposable income to buy a rare NFT, the challenge they faced (making money) is wholly irrelevant to the competition at hand.) Sure, it may be fun for the lucky and rich to lord their overpowered NFTs over others, but the peasants below have no incentive to play a game that they’re destined to lose.
Now, there is a final positive to NFTs in games, and is, I believe, the primary driving incentive: Money. NFTs can, hypotheticly, be utilized in multiple games, thereby saving money, and most importantly, can be used as a speculative asset. But this value exists wholly outside of the realms of narrative, challenge, and sandboxiness. I’m almost considering adding money as a fourth source of enjoyment—receiving money is certainly an enjoyable experience. But I refuse to fully accept that. The three forms of enjoyment coexist in a delicate balance; placing the three in tension with each other is the key to great games. I fail to see how the somber story of Majora’s Mask, the the freedom of expression in Minecraft, or the soul-crushing difficulty of Dark Souls would be improved by NFTs, or any similar monetary system.
And all of the above only applies if NFTs work as their proponents intend. While the NFTs themselves are decentralized and censorship resistant, it is still up to a centralized entity—the developer—to actually implement them. And unless NFT proponents have a means to force devs to actually Implement NFTs, then the entire premise of a decentralized system falls flat.
So, once again, NFTs. Sigh.